Contents

T. Hawk

T. Hawk's entire tribe and village has been left in ruins by the hands of M. Bison and the Shadaloo organization. Having his tribe driven from their home land, his father murdered by Bison, and his true love Julia brainwashed into becoming a member of Bison's "Dolls" project, T. Hawk wants nothing more than to take down M. Bison. Learning about the Dolls program and the Living Incubator program, T. Hawk has vowed to free Julia and prevent M. Bison from ever brainwashing another person ever again.

In a nutshell

Being a grappler, T. Hawk is very slow but hits like a truck. Unlike his counterpart Zangief, who can get by using head games and various tools that don't involve rotating the joystick, T. Hawk's game is all about getting in your opponents face, throwing them, and not letting them escape. He is the most extreme of grapplers, considering he has a limited number of tools to get in. The key to playing T. Hawk is patience, patience, patience. Wait for your opponent to make a mistake and condition them with fake-outs and pokes to divert their attention as you go in for a command grab.

Moves

Unique Attacks

Name

Command

Notes

Heavy Body Press

(during angled jump) +

Heavy Shoulder

(during angled jump) +

Thrust Peak

+

Throws

Name

Command

Notes

Neck Hanging Tree

or + +

Mexican Throw

+ +

Special Moves

Name

Command

Notes

Mexican Typhoon

+

Tomahawk Buster

+

version can be canceled into Condor Dive if connected;

Condor Dive

(during vertical or forward jump)

version: Press all Kicks

Condor Spire

+

only during ;

Super Combo

Name

Command

Notes

Double Typhoon

+

Ultra Combos

Name

Command

Notes

Raging Typhoon

+

Raging Slash

+

Cannot hit grounded opponents

AE ver. 2012 Changes

Crouching Heavy Kick

Adjusted block stun to be 2F longer when first hit is blocked.
Made hurtbox (only) near head invincible to projectiles during the move. As a result, Sagat’s High Tiger Shot and similar moves can now be avoided.

Medium Tomahawk Buster

Made throw-invincible from the start of the move until airborne.

Heavy Body Press

Allowed activation from vertical jump.

Heavy Shoulder

Allowed activation from vertical jump.

Thrust Peak

Increased hit stun by 1F, leaving attacker with a -4F (dis)advantage on a hit.

EX Condor Dive

Made projectile invincibility last until the end of the move on a hit. As before on a block.

Close Standing Heavy Kick

Changed startup from 8F to 7F, making the move’s total frame count 1F shorter at 23F.
Changed to inflict knockdown damage on a hit, and made EX Tomahawk Buster the only move that can hit the knocked down opponent in that case.

Raging Slash

Made easy command mode input the same as SSF4.

AE Changes

Close Standing Hard Kick's recovery time reduced, and changed frame advantage to be +4 on hit.

Far Standing Hard Kick's hitstun and blockstun were increased, making it harder to punish.

Neutral Jumping Hard Kick has slightly more active frames.

EX Condor Dive can be used by itself now, by pressing all three Kick buttons. It's different from the regular version, as you can do it while jumping backwards as well, and it's invincible to projectiles until its active frames end.

Light Punch Condor Spire's hitbox was extended forward.

Condor Spire's meter gain upon activation was increased.

Increased his Super's grab range to be the same as his Light Punch Mexican Typhoon. Was previously 1.35 range and is now 1.5.

Ultra 2 has a faster startup time, and its invincibility window was lengthened and it remains active longer, making it very easy to use as an anti air attack.

The Basics

Combos

Strategy

Matchups

Frame Data

Block

Super Meter

Frames

Move Name

HL

Damage

Stun

Gain

Cancel Ability

Startup

Active

Recovery

On Guard

On Hit

Notes

Close

HL

40

50

20

ch/sp/su

3

2

6

+3

+7

Close

HL

70

100

40

sp/su

5

4

10

0

+6

Forces stand

Close

HL

130

200

60

-

8

3

14

+1

+6

+5 Hit advantage on crouching opponents

Close

HL

30

50

20

sp/su

3

3

10

-2

+1

Close

HL

90

100

40

sp/su

6

3

12

-1

+2

Close

HL

140

200

60

-

7

3

14

0

-

[Hit] limited juggle knockdown

Far

HL

40

50

20

sp/su

4

2

7

+3

+6

Far

HL

90

100

40

-

6

3

12

-1

+2

Far

HL

120

200

60

-

8

2

21

-5

-1

Far

HL

30

50

20

sp/su

4

4

9

-2

+1

Far

HL

70

100

40

-

6

3

11

0

+3

Far

HL

120

200

60

-

10

5

22

-7

-3

Crouch

HL

30

50

20

ch/sp/su

4

3

8

0

+3

Crouch

HL

80

100

40

-

6

3

13

-2

+1

Crouch

HL

90*50

100*100

60*20

-

8

2*3

20

-5

-1

Crouch

L

40

50

20

sp/su

4

3

8

0

+3

Crouch

L

70

100

40

-

6

4

12

-2

+1

Crouch

L

120*50

100*100

30*30

-

11

2(9)2

20

-7

-

Hard knockdown

Jump Up

H

60

50

20

sp

4

4

-

-

-

Legs immune to projectiles until end of active frames

Jump Up

H

90

100

40

-

6

5

-

-

-

Legs immune to projectiles until end of active frames

Jump Up

H

140

200

60

-

10

4

-

-

-

Legs immune to projectiles until end of active frames

Jump Up

H

50

50

20

-

4

3

-

-

-

Legs immune to projectiles until end of active frames

Jump Up

H

90

100

40

-

7

3

-

-

-

Legs immune to projectiles until end of active frames

Jump Up

H

120

200

60

-

10

4

-

-

-

Legs immune to projectiles until end of startup frames

Jump Forward

H

60

50

20

sp

4

6

-

-

-

Legs immune to projectiles until end of active frames

Jump Forward

H

90

100

40

-

6

4

-

-

-

Legs immune to projectiles until end of active frames

Jump Forward

H

120

200

60

-

10

3

-

-

-

Legs immune to projectiles until end of active frames

Jump Forward

H

50

50

20

-

4

8

-

-

-

Legs immune to projectiles until end of startup frames

Jump Forward

H

90

100

40

-

7

6

-

-

-

Legs immune to projectiles until end of startup frames

Jump Forward

H

120

200

60

-

10

5

-

-

-

Legs immune to projectiles until end of startup frames

Heavy Body Press + (air)

H

110

150

60

-

6

9

-

-

-

Legs immune to projectiles until end of active frames

Heavy Shoulder + (air)

-

80

90

40

-

7

10

-

-

-

Legs immune to projectiles until end of active frames, cannot hit grounded opponents